2014-08-25 12:20:37 -04:00
|
|
|
uniform mat4 RSMMatrix;
|
|
|
|
|
|
|
|
layout(location = 0) in vec3 Position;
|
|
|
|
layout(location = 1) in vec3 Normal;
|
|
|
|
layout(location = 2) in vec4 Color;
|
|
|
|
layout(location = 3) in vec2 Texcoord;
|
|
|
|
layout(location = 4) in vec2 SecondTexcoord;
|
|
|
|
layout(location = 7) in vec3 Origin;
|
|
|
|
layout(location = 8) in vec3 Orientation;
|
|
|
|
layout(location = 9) in vec3 Scale;
|
2014-12-18 16:09:14 -05:00
|
|
|
#ifdef Use_Bindless_Texture
|
2016-11-27 21:47:14 -05:00
|
|
|
layout(location = 11) in uvec2 Handle;
|
2014-08-25 12:20:37 -04:00
|
|
|
#endif
|
|
|
|
|
|
|
|
out vec3 nor;
|
|
|
|
out vec2 uv;
|
|
|
|
out vec2 uv_bis;
|
|
|
|
out vec4 color;
|
2014-12-18 16:09:14 -05:00
|
|
|
#ifdef Use_Bindless_Texture
|
2014-08-25 12:20:37 -04:00
|
|
|
flat out uvec2 handle;
|
|
|
|
#endif
|
|
|
|
|
|
|
|
|
2016-06-27 07:11:27 -04:00
|
|
|
#stk_include "utils/getworldmatrix.vert"
|
2014-08-25 12:20:37 -04:00
|
|
|
|
|
|
|
void main(void)
|
|
|
|
{
|
|
|
|
mat4 ModelMatrix = getWorldMatrix(Origin, Orientation, Scale);
|
|
|
|
mat4 ModelViewProjectionMatrix = RSMMatrix * ModelMatrix;
|
|
|
|
mat4 TransposeInverseModel = transpose(inverse(ModelMatrix));
|
|
|
|
gl_Position = ModelViewProjectionMatrix * vec4(Position, 1.);
|
|
|
|
nor = (TransposeInverseModel * vec4(Normal, 0.)).xyz;
|
|
|
|
uv = Texcoord;
|
|
|
|
color = Color.zyxw;
|
2014-12-18 16:09:14 -05:00
|
|
|
#ifdef Use_Bindless_Texture
|
2014-08-25 12:20:37 -04:00
|
|
|
handle = Handle;
|
|
|
|
#endif
|
|
|
|
}
|